From the moment of your birth, celestial fire has burned within your veins, an innate gift passed down through your bloodline from ancient celestial ancestors. You spent those early years discovering how to channel this divine flame from your very soul—learning its searing paradox of destruction and restoration. From isolated shrines to battlefields choked with the dying, you mastered wielding this inner light, and the world's wounds became both your battlefield and your crucible. Your heart burns to mend what is broken, no matter the price to your own fading light.
- Ability Scores: Intelligence, Wisdom, Charisma
- Feat: Flames of Restoration (Tiered, Good Variant)
- Skill Proficiencies: Medicine and Religion
- Languages: Celestial
- Equipment: Choose A or B: (A) Healer's Kit, Light armor, Simple melee weapon, Simple ranged weapon, 8 GP; or (B) 50 GP
Your inner fire burns with celestial purity—capable of searing enemies, mending allies, or both. As an action, you can touch a willing creature (for healing) or a creature within 5 feet (for damage, Wisdom save DC = 8 + proficiency + Con mod). You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest. When you use it, You take 1d6 fire damage (no save, can't be reduced) each use as your life force fuels the flame—this damage can't be reduced but doesn't trigger reactions like Hellish Rebuke.
Character Level 1–4 (Base):
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Cleanse (ally): Cure one disease/poison or end one condition (blinded, deafened, paralyzed, poisoned).
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Restore (ally): Heal 1d8 + proficiency bonus HP (stabilizes at 0 HP).
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Damage (foe): 2d6 fire damage (half on save).
- Damage (Self): 1d6 fire damage (no save) each use.
Character Level 5–9 (Aurora's Grace):
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Cleanse upgrades to also remove charmed or frightened.
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Restore increases to 2d8 + proficiency bonus HP.
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Damage increases to 3d6 fire damage and ignores resistance to fire (not immunity).
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Gain bonus action use once per short rest.
- Damage (Self): 2d6 fire damage (no save) each use.
Character Level 10–14 (Empyrean Surge):
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Cleanse now affects two creatures within 10 feet.
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Restore increases to 3d8 + proficiency bonus HP and removes one level of exhaustion.
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Damage becomes 4d6 fire damage (half on save) to one creature OR 2d6 to all hostile creatures within 10 feet (individual saves).
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Uses increase to proficiency bonus + Wisdom modifier (minimum 1).
- Damage (Self): 3d6 fire damage (no save) each use.
Character Level 15+ (Seraphic Pyre):
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Cleanse also ends short-term madness or one curse (DM discretion).
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Restore becomes 4d8 + proficiency bonus HP and works on unconscious targets from any source.
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Damage becomes 6d6 fire damage single-target OR 3d6 AoE within 15 feet; extra 1d6 vs. fiends/undead.
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Once per long rest: Mass version heals three allies within 30 feet (4d8 each) and damages hostiles in the same area (4d6 each).
- Damage (Self): 4d6 fire damage (no save) each use.
Passive Benefits (All Levels):
Advantage vs. being frightened. Common folk shelter you as a living saint of renewal.
Previous Versions
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Posted Mar 10, 2026ok. yeesh. that should do it. now the 2 variants are showing up separate from each other in the search. Since I couldn't get it to work as a dropdown in dnd beyond to have a variant selectable there had to create a whole new background. Might still need to flesh both of these out a bit. the evil version was a side thought but they both do basically the same thing....had to spice up the evil version though to make it more.....evil.